401 lines
10 KiB
C++
401 lines
10 KiB
C++
///////////////////////////////////////////////////////////////////////////
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//
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// Copyright (c) 2012, Industrial Light & Magic, a division of Lucas
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// Digital Ltd. LLC
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//
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are
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// met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution.
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// * Neither the name of Industrial Light & Magic nor the names of
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// its contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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///////////////////////////////////////////////////////////////////////////
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//----------------------------------------------------------------------------
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//
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// class GlWindow3d -- reconstructs deep image in a 3D OpenGl window
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//
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//----------------------------------------------------------------------------
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#include "GlWindow3d.h"
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#include <FL/fl_draw.H>
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#include <string.h>
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#include <algorithm>
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using std::max;
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using std::min;
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using std::cout;
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using std::endl;
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using std::cerr;
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GlWindow::GlWindow (int x,int y,
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int w,int h,
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const char *l,
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const IMF::Rgba pixels[],
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float* dataZ[],
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unsigned int sampleCount[],
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int dx, int dy,
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float zmax, float zmin,
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float farPlane)
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:
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Fl_Gl_Window (x,y,w,h,l),
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_rawPixels (pixels),
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_dataZ (dataZ),
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_sampleCount (sampleCount),
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_dx (dx),
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_dy (dy),
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_zmax (zmax),
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_zmin (zmin),
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_farPlane (farPlane)
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{
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Fl::add_timeout (FPS, Timer_CallBack, (void*)this); // 24fps timer
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// check zmax and zmin
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if (zmax < zmin)
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{
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cerr << "z max: "<< zmax << ", z min: " << zmin << endl;
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cerr << "z value bound error" << endl;
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exit(1);
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}
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_fitTran = -(_zmax + _zmin) / 2.0;
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_fitScale = 1.0;
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if (_zmax != _zmin)
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_fitScale = 1.0 / (_zmax - _zmin);
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}
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GlWindow::~GlWindow ()
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{
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for (int y = 0; y < _dy; y++)
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{
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for (int x = 0; x < _dx; x++)
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{
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delete _dataZ[y * _dx + x];
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}
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}
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delete [] _sampleCount;
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delete [] _rawPixels;
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}
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void
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GlWindow::Perspective (GLdouble focal, GLdouble aspect,
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GLdouble zNear, GLdouble zFar)
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{
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GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan (focal * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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glFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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void
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GlWindow::ReshapeViewport()
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{
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glViewport (0, 0, w(), h());
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity();
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GLfloat ratio = w() / h();
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Perspective(min (max (30.0 + _zoom, 1.0), 179.0),
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1.0 * ratio, 1.0, _farPlane);
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glTranslatef(0.0, 0.0, -8.0);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity();
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}
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void
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GlWindow::GlInit()
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{
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glShadeModel (GL_FLAT);
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_zoom = 0;
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_translateX = 0;
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_translateY = 0;
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_scaleZ = 1.0;
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_elevation = 0;
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_azimuth = 0;
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_inverted = 0;
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_displayFactor = 1;
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}
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void
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drawRefPlan()
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{
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glBegin (GL_LINES);
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glColor3f (0.6, 0.6, 0.6);
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for (int i = 0; i <= 10; i++)
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{
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glVertex3f (1.0 - 0.2 * i, 0.0, 1.0);
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glVertex3f (1.0 - 0.2 * i, 0.0, -1.0);
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glVertex3f (1.0, 0.0, 1.0 - 0.2 * i);
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glVertex3f (-1.0, 0.0, 1.0 - 0.2 * i);
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}
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glEnd();
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glBegin (GL_LINES);
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glColor3f (0.3, 0.3, 0.3);
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glVertex3f (0.0, 0.0, 1.0);
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glVertex3f (0.0, 0.0, -1.0);
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glVertex3f (1.0, 0.0, 0.0);
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glVertex3f (-1.0, 0.0, 0.0);
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glEnd();
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}
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void
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drawCoord()
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{
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glBegin (GL_LINES);
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glColor3f (0.0, 0.0, 1.0);
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glVertex3f (-1.0, 0.0, 1.0);
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glVertex3f (-1.0, 0.0, 0.8);
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glColor3f (1.0, 0.0, 0.0);
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glVertex3f (-1.0, 0.0, 1.0);
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glVertex3f (-0.8, 0.0, 1.0);
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glColor3f (0.0, 1.0, 0.0);
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glVertex3f (-1.0, 0.0, 1.0);
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glVertex3f (-1.0, 0.2, 1.0);
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glEnd();
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glPointSize(6);
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glBegin (GL_POINTS);
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glColor3f (1.0, 1.0, 0.0);
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glVertex3f (-1.0, 0.0, 1.0);
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glColor3f (0.0, 0.0, 1.0);
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glVertex3f (-1.0, 0.0, 0.8);
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glColor3f (1.0, 0.0, 0.0);
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glVertex3f (-0.8, 0.0, 1.0);
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glColor3f (0.0, 1.0, 0.0);
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glVertex3f (-1.0, 0.2, 1.0);
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glEnd();
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}
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void
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drawOutLine(float dx, float dy, float z)
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{
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glBegin (GL_LINE_LOOP);
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glColor3f (0.6, 0.0, 0.6);
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glVertex3f (0, 0, z);
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glVertex3f (0, dy, z);
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glVertex3f (dx, dy, z);
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glVertex3f (dx, 0, z);
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glEnd();
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}
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void
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GlWindow::draw()
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{
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if ( !valid() )
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{
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valid (1);
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GlInit();
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}
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ReshapeViewport();
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glClearColor (.5,.5,.5, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glLoadIdentity();
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glTranslatef (_translateX, 0.0, 0.0);
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glTranslatef (0.0, -_translateY, 0.0);
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glRotatef (_elevation, 1.0, 0.0, 0.0);
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glRotatef (_azimuth, 0.0, 1.0, 0.0);
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// draw the reference plane
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drawRefPlan();
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// draw the coordinate
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drawCoord();
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// scale z value
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glScalef (1.0, 1.0, _scaleZ);
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// display the objects
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// move the objects to the center of display
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glScalef (1.0 / _dx, 1.0 / _dx, 1.0 / 2.0);
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glTranslatef (-_dx / 2.0, -_dy / 2.0, 0.0);
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glScalef (1.0, 1.0, _fitScale);
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glTranslatef (0.0, 0.0, -_fitTran);
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// loop dataZ to draw points
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glPointSize (2);
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glBegin (GL_POINTS);
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glColor3f (0.0, 1.0, 1.0);
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for (int y = 0; y < _dy; y++)
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{
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for (int x = 0; x < _dx; x++)
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{
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if( x % (10 * _displayFactor) == 0 && y % (10 * _displayFactor) == 0)
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{
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float* z = _dataZ[y * _dx + x];
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unsigned int count = _sampleCount[y * _dx + x];
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for (unsigned int i = 0; i < count; i++)
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{
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float val = z[i];
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glVertex3f (float(x), _dy - float(y) -1, -val);
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}
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}
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}
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}
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glEnd();
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// draw the display window OutLine
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drawOutLine (_dx, _dy, -(_zmax + _zmin) / 2.0);
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// Check gl errors
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GLenum err = glGetError();
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if ( err != GL_NO_ERROR )
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{
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cerr << "GLGETERROR = " << (int)err << endl;
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}
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}
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int
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GlWindow::handle (int event)
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{
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if (Fl::event_button() == FL_LEFT_MOUSE)
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{
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switch (event)
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{
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case FL_PUSH:
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_mouseStartX = Fl::event_x();
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_mouseStartY = Fl::event_y();
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if (fabs(_elevation) > 90.0)
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{
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_inverted = 1;
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}
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else
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{
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_inverted = 0;
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}
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break;
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case FL_DRAG:
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case FL_RELEASE:
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{
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int x = Fl::event_x();
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int y = Fl::event_y();
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if (_inverted)
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{
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_azimuth -= (double)(x - _mouseStartX) * 0.2;
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}
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else
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{
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_azimuth += (double)(x - _mouseStartX) * 0.2;
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}
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_elevation += (double)(y - _mouseStartY) * 0.2;
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while (_elevation < -180.0)
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_elevation += 360.0;
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while (_elevation > 180.0)
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_elevation -= 360.0;
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_mouseStartX = x;
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_mouseStartY = y;
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break;
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}
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default:
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break;
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}
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}
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if ( Fl::event_button() == FL_MIDDLE_MOUSE )
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{
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switch (event)
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{
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case FL_PUSH:
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fl_cursor (FL_CURSOR_MOVE);
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break;
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case FL_RELEASE:
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fl_cursor (FL_CURSOR_DEFAULT);
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break;
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case FL_DRAG:
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int x = Fl::event_x();
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int y = Fl::event_y();
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_translateX += (x - _mouseX) * 0.01;
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_translateY += (y - _mouseY) * 0.01;
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break;
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}
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}
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if ( event == FL_DRAG && Fl::event_button() == FL_RIGHT_MOUSE )
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{
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int x = Fl::event_x();
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int dx = x - _mouseX;
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int delta = -dx;
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_zoom += delta * 0.2;
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}
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_mouseX = Fl::event_x();
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_mouseY = Fl::event_y();
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if (event == FL_KEYUP)
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{
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const char* text = Fl::event_text();
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if (!strcmp (text, "A")) //scale up
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{
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_scaleZ *= 1.2;
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}
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if (!strcmp (text, "S")) //scale down
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{
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_scaleZ /= 1.2;
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}
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if (!strcmp (text, "F")) //fit
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{
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GlInit();
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}
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if (!strcmp (text, "D")) //decrease pixel samples
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{
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_displayFactor *= 2;
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if (_displayFactor > (_dx/10) || _displayFactor > (_dy/10) )
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_displayFactor /= 2;
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}
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if (!strcmp (text, "C")) //increase pixel samples
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{
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_displayFactor /= 2;
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if (_displayFactor < 1)
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_displayFactor = 1;
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}
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}
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return Fl_Gl_Window::handle (event);
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}
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